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sorry. everyone's on vac so they moved me to training today. ugh.
retcon:
Common Knowledge: 1d6 ⇒ 6
Aced Knowledge: 1d6 ⇒ 2 = 8, so just one raise also
Wild Knolwedge: 1d6 ⇒ 1
Thomas agrees with Estelle. "Oh, indeed. We all know that ghouls are mindless scavengers that feed on the dead. That's not up for debate. Now, um, mind you, there are, uh, -historical-, um, works that do say that, in, ah, -survival- scenarios, it is -perfectly- acceptable to make a smart, common-sense decision and for the living to eat the, ah, um, the dead. Of course this is never the first option, but if the choice is that or dying yourself, one must, um, one must embrace other...ah...
So, yes, Occam's Razor -would- say that would be a perfectly acceptable solution.
But, ya, ghouls are just monsters. I mean, no debate."
Later, as Badger charges mindlessly up, Thomas screams "Noooooooooo.... Maintain the phalanx! Maintain the f+*!ing phalanx!"
Thomas thumbs his laser pistol and aims down up the stairs, ready to reap the whirwind!

"Badger" Bloom |

Later, as Badger charges mindlessly up, Thomas screams "Noooooooooo.... Maintain the phalanx! Maintain the f@**ing phalanx!"Thomas thumbs his laser pistol and aims down up the stairs, ready to reap the whirwind!
"Exactly! Maintain the faint lanks- follow me! Unless you don't want to use this nice long hallway where your gun range will matter and you're less likely to shoot me or Kris in the back!"

Kristophe Kristophson |

Well...I had moved myself up the stairs with my last post on the map. But someone moved me back downstairs. It was always my intention for Kristophe to be moving towards the "zombies" while shouting. Why else would he do it? Kristophe should have been near the corner of the Hall. I placed a Green dot on the map to indicate where I should have started before shouting. Otherwise, I'll post some more actions here.
You people...are so dead out here. Kristophe gives Roland an especially sneering look F@~%ing faint lanks. Who ever heard of such rubbish.
Kristophe trots up the stairs. Run: 1d6 - 1 ⇒ (2) - 1 = 1

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Yeah, I might actually post more since I'll have access to googledocs at home. Okay, everything has changed...and it looks like all the upper stairs are already occupied.
Thomas will move up with the party, happy to have all the fighters and dogs up front and close to potential action. If he can get a clean shot at some point, all the better.

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As the party waits for battle to be joined, Thomas takes up Estelle's point. "Be not so quick to dismiss the unknown, sweet Estelle. We've been away from the world for a bit, and things may have changed overmuch. Don't forget that famous experiment wherein, in a few days, not one but many civil, pre-war men were turned into uncaring, heartless drivers of other men, of the same background. Hence, it is not far-fetched to think that facing years of famine and hand-to-mouth existence, with perhaps brain-eating bacteria and flesh-consuming radiation, part of the populace is reduced to a feral state. Not unlike a dog gone bad, such a type must needs be put down."
Thomas glances at Harper and thinks he may have said too much. A bad business this. He thinks about all the other children and innocents that may have met fates as bad as being eaten alive for some post-war culture, and his resolve grows to make an end to it for Vault 2.

Harper Beckett |

I think that's everyone...
Harper continued her trot forward, looking back to make sure that the rest of the group was following. She heard the greyhound behind her begin to growl as she moved. Though she tried her hardest to keep a straight face and swallow her fear, her brain was slowly working her into a nervous wreck. Zombies. She was fighting real zombies.
Like any other person kicked out from their safe haven and into a cage of rabid dogs, Harper was beginning to feel her hope slip away from her. Thomas wasn't helping. Only one thought was on her brain: she was going to die. She was going to die. She was going to die. Though most of her hope for a future had slipped through her fingers like sand, one last glimmer of a survivalist mentality shot across her mind.
Harper wasn't known for being a clean-nosed kid back at the vault. As curiosity kills a cat, Harper had a good amount of experience kicking her way out of a protector's grip when she snuck into a restricted area. Maybe, just maybe, she could struggle her way out of this tightening noose. The thought flashed through her mind again, more clearly, more confidently.
Harper could fight.
Her grip tightened on the hockey stick that she held in her shaky, damp hands.

The Green Tea Overseer |

I'm gonna assume Badger and Kristophe are delaying, given the map positioning, there's no other real way to encounter them this round
run: 1d6 ⇒ 2
Ghouls moved on map to new positions
Just then, you see them, charging around the corner comes what looks at first like a nun, but then you see the rotting flesh, the red eyes, the look of pure, intent hunger, and this thing...it looks dead, but it isn't shambling like a zombie. It's running at you with clawed fingers upraised and what seems unthinking fury, and you can hear the sounds of the others as it comes behind it. It cries out in some horrible raspy scream some unintelligible nonsense as it bolts full speed.

Kristophe Kristophson |

Kristophe moves to the corner of the hallway.
Go on then, have a go at them. he nods to Thomas Since you know so damn much.
Holding an action to smack any flesh eating creature that approaches. I'll make the rolls below.
Agility: 1d6 - 1 ⇒ (6) - 1 = 5 Ace: 1d6 ⇒ 6 Huh: 1d6 ⇒ 1 total =12
Fighting!: 1d8 ⇒ 8 Wild: 1d6 ⇒ 4 Ace: 1d8 ⇒ 1 total =9
The Discipliner: 1d8 + 1d8 + 2 - 1 ⇒ (4) + (7) + 2 - 1 = 12
The -1's are from my Wound. The extra +1 on damage and fighting is from the alcohol.

The Green Tea Overseer |

They already moved this round. If you hold and wait they will not make it to you this round. The only way to hit them with a melee this round is probably to run up to them; I rolled a lot lower in running than I expected. That being said, if you still wanna hold until next turn for them we can save your rolls.

"Badger" Bloom |

Hmmmm. I'm not crazy about the positioning here- I want to advance to be ready for the horde, but I think I want to be where Harper is. If she has her hockey stick out, can I get into the space she's occupying and put her at 39Z next to Kristophe?

The Green Tea Overseer |

Again, the ghouls have already moved, it took them their turn just to get to the T-intersection I put them at, so you can use your turns to position however you want. Reach characters behind standard would probably be a good idea, yes. But the ghouls had a LONG way to run, so they won't reach you until next turn.

"Badger" Bloom |

Badger hustles up. Run: 1d6 - 1 ⇒ (4) - 1 = 3
"Hey hey, Harper- why don't ya get behind me before they get to us? That way you can smack 'em with the hockey stick while I brain 'em with the hatchet! If Kristophe and me fill the hallway, they can't gang up on us too bad this time."
If that's agreeable to her, badger steps into her position in the hallway, bracing for when the nuns come running.
"Cripes but you're one ugly Sister!", he shouts.
I don't want to move anyone without permission, but since we get a free adjustment round I'll put myself in Harper's square and Harper behind me.

Aeryicka Hill |

*comes running in arms saving* I'm here, I'm here!
Aeryicka and Rex followed the others to the corner, waiting behind the others for the ghouls to attack. As the first one rounded the corner, she could contain her gasp of terror as Rex growled low in his throat. This was real. A part of her had hoped that Harper was wrong, but this was beyond belief. Her knuckles turned white around the bat.

The Green Tea Overseer |

I know I haven't updated. Normally I'd just delay and move on, but Estelle seems to be the one we're waiting on, she has a ranged attack which I think she can pull off if she runs (or she could heal a wounded person, whatever, the point is I don't want to delay her when it could be the holiday holding her up), and I'm not feeling like rushing anyone over the holidays.
Merry Christmas by the way, to those of you who celebrate, and those who don't, I hope you still have a day off to enjoy.
If she doesn't post, I'll move on Saturday, after the holidays is over. That seems fair.

Estelle Beaumont |

I swore I had posted...
Run: 1d6 ⇒ 4
Hearing the creatures and seeing Harper and Badger's reactions, Estelle takes off into a sprint, running to the front and raising up her gun. Facing the ghoul coming down the hallway, Estelle has to admit that she had been wrong. There was nothing left of this creature that could be considered human. She pulls back the hammer of the gun and fires.
Shoot: 1d6 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (5) - 2 = 3
Suspect that's a miss, but in case it's not.
Damage: 2d6 ⇒ (3, 1) = 4

The Green Tea Overseer |

A 1 on the shooting guns or energy weapons or explosives die always hits a target next to the intended target, regardless of the wild die; this is the innocent bystander rule (1 or 2 with shotguns); nobody next to it so just a miss. Normally the target for ranged is always 4 anyway.
New initiative: All of you go again! Then the ghouls (2 clubs, lowest initiative possible) - No jokers

Kristophe Kristophson |

Kristophe moves directly in front of Estelle.
Best you get behind, less you want those zombie to eat your pretty face off.
Holding action to smack the first flesh eating zombie to come within range, using my above rolls if I can. If I cannot, I'll reroll below.
Old rolls
Agility=12
Fighting=9
Damage=12
New Rolls
Agility: 1d6 - 1 ⇒ (5) - 1 = 4
Fighting: 1d8 ⇒ 5Wild: 1d6 ⇒ 5
Damage: 1d8 + 1d8 - 1 + 2 ⇒ (8) + (3) - 1 + 2 = 12 plus 1d8 ⇒ 4=16

"Badger" Bloom |

Badger sticks next to Kristophe, ready for the ghouls to come a'charging.
Rolls in case they close in...
Fighting: 1d8 - 1 ⇒ (7) - 1 = 61d6 - 1 ⇒ (3) - 1 = 2
Damage: 2d6 ⇒ (4, 6) = 10
Ace damage: 1d6 ⇒ 3
13 damage total on hit.

The Green Tea Overseer |

In assumption that we'll probably have a whole other round of delays, let's move along...
Group Agility roll: 1d6 ⇒ 6
Ace: 1d6 ⇒ 2 Total 8; sorry folks, no interruptions likely happening
Group Wild: 1d6 ⇒ 3
run: 1d6 ⇒ 3
The ghouls in nun outfits come sprinting around the corner, and the two in the front leap forward attacking at Badger and Kristophe with apparently no concern for their own safety!
G1vsKristophe (Gangup 1, Wild Attack 2, Multi -2): 1d6 + 1 ⇒ (4) + 1 = 5
G2vsBadger (same bonuses): 1d6 + 1 ⇒ (6) + 1 = 7
Ace!: 1d6 ⇒ 2=Total 9 vs 7 = hit
Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8vs Tough 9
Kristophe easily dodges the first ghoul, looking pretty damn badass in the process, and he returns with an upward blow as the Dicipliner connects with the ghoul's head, clearly snapping it's neck.
Badger's dodge isn't quite as well placed, but the ghoul's sharp claws scrape across the football pads on his chest, doing no damage. He buries his hatchet in the other nun's chest, and kicks it back as it collapses in a heap, pulling his blade out.
The other two ghouls are still coming, apparently oblivious to the condition of their comrades.

thegreenteagamer |

Thomas and the ladies are all up! I don't know if I mentioned it, but these standard feral ghouls are Parry 5, Toughness 6. The two left did NOT wild attack, so they have regular scores.

Harper Beckett |

Harper looked in repulsion at the torn habits among spatters of skin and entrails on the floor, and clasped a hand over her mouth an attempt to keep herself from retching. Her rush of adrenaline was the only thing that kept her own insides together.
Harper stood ready to help Badger in his next attack on the ghouls. She carefully slid her hockey stick between Badger and Kristophe so that she might trip the ghoul, getting Badger a more opportune moment to strike.
Aiding Badger's next Attack roll.
Fighting: 1d8 ⇒ 6

"Badger" Bloom |

Badger waits, ready to interrupt the next undead nun that comes at him.
Hold to interrupt with an attack again. The +1 I get from gang up with Kristophe cancels out my -1 wound penalty. I'm not sure what Harper's assist would do for me- I couldn't find it in the rulebook.
Agility: 1d8 ⇒ 71d6 ⇒ 1
Fighting: 1d8 ⇒ 51d6 ⇒ 5
Badger just manages to slice into one of the nuns!
Damage: 2d6 ⇒ (3, 5) = 8

Aeryicka Hill |

Run: 1d6 ⇒ 4
Fighting vs G4: 1d6 ⇒ 5
Bite: 1d4 + 1d6 ⇒ (3) + (3) = 6
With a shriek of her whistle, Rex ran forward, dodging around the others before sinking his teeth into the leg one of the zombie creatures.
Meanwhile, Aeryicka followed behind, stopping Estelle as her gun fired off a round. "Please tell me we won't turn into one of those!"

The Green Tea Overseer |

Badger, you might wanna reconsider that action. Now that they have a target in front of them, those ghouls aren't interested in you. And to answer your question, aid gives +1 to your attack roll.
Estelle's second shot manages to clip G3, shaking it, as the pitbull rushes up, biting a chunk out of G4.
Both ghouls are shaken. Harper and Kristophe are up before them.

Kristophe Kristophson |

Kristoph trots up to the Ghoul in front of him, he makes a few practice baseball swings on his way there
Suhwing, batta batta.
Fighting! Wild Swing: 1d8 - 1 + 1 + 1 + 2 ⇒ (1) - 1 + 1 + 1 + 2 = 4 Wild!: 1d6 - 1 + 1 + 1 + 2 ⇒ (3) - 1 + 1 + 1 + 2 = 6
Wild Damage!: 1d8 + 1d8 + 2 + 2 ⇒ (5) + (6) + 2 + 2 = 15
His wild swing takes the ghoul off its feet.

The Green Tea Overseer |

Yeah go ahead. If such is the case, between your attack roll earlier and Kristophe, they're dead now.
Badger and Kristophe mow down the ghouls, with help from Estelle and the pitbull, and you can see they drop dead even without headshots.
They're all wearing nuns habits (count as prewar clothes, but dirty until cleaned) and seem to have silver crucifixes (25 caps each value, no weight), but little else.
The lid that was once in their rage filled eyes has faded.

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Thomas replaces his gun in his pants. "Alright, good work team. Good work all around. Congratulations for making this school safe and the world a bit safer. Now let us take those bits of value from those abominations and return to the downstairs and finish our survey of that area. Perhaps after completing the downstairs we can inspect the kitchen's facilities more thoroughly and see if the legendary tastiness of radroach meat can live up to it's reputation!"
Thomas read once that something called 'lobsters' were tasty, and related to roaches, and seems to be confusing the two.
It's fine to leave the habits on the corpses until a tub of water can be ran.